Showing posts with label Kreoss3. Show all posts
Showing posts with label Kreoss3. Show all posts

Tuesday, January 13, 2015

Warmachine Battle Report: Madrak, the World Ender vs. Intercessor Kreoss

Madrak the World Ender vs Intercessor Kreoss

Intercessor Kreoss is my primary warcaster focus for 2015. I have found him fascinating since I first read his card. Earlier in the week I got my first game in playing against Khador. On Friday night, I got my first Troll matchup. My opponent got to put his new Madrak2 model on the table and I got the try out K3 with an arc node.

THE LISTS

Protectorate of Menoth
Intercessor Kreoss
   - Reckoner
   - Guardian
Vessel of Judgement
Vassal of Menoth
Rhupert Carvolo
Exemplar Vengers (5)
Temple Flameguard (10) + UA
Choir of Menoth (4)
Lady Aiyana & Master Holt

Trollblood
Madrak Ironhide, World Ender
- Mulg the Ancient
- Troll Axer
Horthol, Long Rider Hero
Janissa Stonetide
Krielstone Bearer & Stone Scribes (4)
Trollkin Fennblades (10)
- Fennblade Officer and Drummer
Trollkin Runeshapers
Trollkin Runeshapers
Trollkin Warders (5)

THE SCENARIO AND FIELD

We rolled up Process of Elimination. On the field we had a pool of shallow water, a trench, a forest, a linear objective, and a rolling hill. Menoth won initiative and selected the side with the forest and hill. I wanted the hill for the Vessel and I felt like if the Trolls were going to hide in the trench, they would not be a threat for the main show.


DEPLOYMENT (TROLLBLOOD)

A loose brick with the Fenblades ready to charge up the middle, flanked by Warders and Mulg.



DEPLOYMENT (MENOTH)

The Vessel pre-deployed towards the hill. Kreoss took center. The Vengers were tossed out to the right flank near the forest. The TFG were set up to screen the Vessel.



TURN 1

The Troll force moves forward. Horthol slants toward the center, everything else runs. I am not certain why, but the Fenblades only advanced.

On the Menoth side, I run the Temple Flameguard, but position them into Shield Wall triangles anticipating a Force Lock jam. The Vengers swing wide of the forest. The Guardian runs forward and receives Enliven from the Vassal. Kreoss puts Holy ward on the TFG and Warpath on himself. Rhupert gives the TFG Dirge of Mists and the Reckoner runs forward. The idea here is to make the TFG as difficult to hit as possible. I am going to leave the tough checks to the Trolls. I want to bring the Vengers around the horn on his Krielstone, or, failing that, hammer the right zone.


TURN 2 (TROLLBLOOD)

In a brilliant move by my opponent, the Fenblades bank hard to the Venger flank. The Fenblades have Reach, Vengance, Hard, and Tough. With the UA properly placed, they operate with a 12" command range. They are the perfect foil to stop my Vengers from getting around his force. Not to be outdone, the Warders come right up the pipe and fan out. The Runeshapers run, but Janissa leaves them. This was the first time my opponent had fielded Runeshapers and he didn't realize Force Lock was command range from Janissa. The Axer gives Mulg the Rush animus and Mulg barrels forward.


TURN 2 (MENOTH)

I decide that since my opponent spent 10 points on his Fenblade package and I spent 11 points on my Vengers, I am ok with the two units grinding on each other all game. The Vengers declare a run / charge … and I just realized that I forgot about Divine Inspiration all game. However, they manage to drop a Fenblade and threaten the flank enough to distract the unit from crossing the midline. The next step in my plan was to trip up the ongoing Warders. Unfortunately, an arc'd Force Hammer misses and Kreoss feels the burn of missing with a 4 FOC spell. I really need to get more focus support into this list. 

The Temple Flameguard are staring down the field from an oncoming ancient nightmare. In my head I have cinematic scenes of Mulg smashing and chomping TFG like something out of Lord of the Rings … the TFG Howls of Terror turning into screams of pain. They receive the Shield Wall order and minifeat into Iron Zeal. They advance and put a few tough checks into Runeshapers, leaving the Trolls on fire and not terrified. Aiyana drops Kiss onto Horthol and Holt puts some damage into him. Rhupert calls up another Dirge of Mists on the TFG. 

The Vessel fires into the Runeshapers, fails to kill the primary target (either through terrible dice or tough) and only scored one Admonisher target (also terrible dice) … which is crazy, because I boost everything. The Reckoner advances coyly so as not to get immediately Mulg'd out of play and boosts a Condemner shot into Horthol, dismounting him. Nothing was actually destroyed, so no Warpath is triggered anywhere. Thanks Trolls.



TURN 3 (TROLLBLOOD)

This might get a little challenging to described with only one picture for the two turns together, but here we go.

The Fenblades Vengeance but fail to kill anything. A couple of them start bashing on the Objective. Fire goes out on one Runeshaper and the other passes his Tough check. Mulg presses the issues and asks Menoth if he can deal with him by way of mowing through a pair of TFG. The high defense forced him to spend more fury than he would have liked. For the TFG,  Iron Zeal pays gold this turn. One of the TFG gets sent through Death's Door and puts fiery hurt on Horthol. Mulg ends his activation about even with the inside flank of the Objective. The Warders press in and come up short on the TFG. Two of them charge the Guardian, but after the first hit, it Enlivens away. Horthol advances and flails at the TFG to no gain as well. 

The Runeshapers are a bit jammed by the TFG flank. The second unit swing around and throw some hammers. Holt takes four points and Kreoss scoffs at some drift blast damage that fails to break armor. The Fenblades get to work on the Vengers, but due to positioning, Battle Driven, and a little luck only manage to kill one of them. The Axer and Janissa advance, and Madrak follows the Krielstone towards the Venger/Fenblade zone.


TURN 3 (MENOTH)

At this point, I make a major tactical error. Firm in my belief that the Fenblades are going to whittle and chop at the Objective uselessly, I fail to put anything substantial into the zone. The Vengers pull off a charge/run, allowing several of them to use lances. My main focus this turn (and part of why I lost sight of the scenario) was the Mulg question. Kreoss had allocated three focus to each jack and dropped all of his spells. Aiyana starts the show by Kissing Mulg. Holt is disgusted and completely forgets to shoot anything. Good job, Holt!

The TFG activate, receive a Shield Wall order and jostle around. The second unit of Runeshapers break under Menoth's Howl. The reluctant Runeshaper is reignited and his friend is killed. Two of Temple Flameguard poke Mulg for a point and three of them manage to drop a Warder. Kreoss activates, declares a ride-by-attack, advances, and feats. The TFG get their Holy Ward back, the Guardian get Ignite, Kreoss gets Warpath, and Mulg gets Death Sentenced. The Choir battle the Jacks and the Reckoner activates. It gets a slanty Assault Charge off on Mulg, ending in melee. The Condemner shot hits, lowering Mulg's defense, and it proceeds to wail on the Troll. At the end of the activation, Mulg is on a couple boxes. The Vessel activates and obliterates Mulg, Warpath triggers and the Guardian adjusts his charge lane. Rhupert Dirges the TFG again. The Vassal Enlivens the Guardian again.

With just the Guardian remaining to activate, I decide to try to run down the Krielstone. It takes a free strike from a Warder for a spot of damage and unloads on the Rock. For a minute we screw up and perform a take-up style model replacement instead of a self-sacrifice style model replacement. Without the Rock in my reach for an additional attack, the Guardian drops a Warder. Then we catch our mistake. I ask my opponent to replace the Krielstone bearer to the proper place, but I don't rewind my attack on the Warder. I buy another attack on the Krielstone and leave one on the table. Notably, I am not in the zone.


TURN 4 (TROLLBLOOD)

Again, only one picture for the two turns. Of course, fire goes out on the Runeshaper. Horgol toughs. Vengeance takes it's toll and the Venger contesting the zone goes down. One of the Fenblades advances and hits the Guardian. Enliven triggers and I make a huge mistake. Instead of pushing sideways into the zone, I pull the Guardian back to protect him from charging Fenblades. Then the Fenblades activate normally. The rest of the Fenblades part like the sea and I see the mistake I have made. Several of them hack at the Vengers, but miraculously the remaining three survive. But it doesn't matter, there is a straight road from Madrak, right to the Objective. 

The only model I have contesting the zone is a Choir member who is sitting in front of two Warders. One of those Warders is going to kill him and then the other is going to crush my Jack. When the Warders activate, the first one misses the Choir with double ones! I have a chance! Then the second one cuts the singer in two. The other Warder mulches the TFG officer, pulling the remaining TFG on the flank out of formation. On the other side of the table, the Axer advances and Threshers down a couple TFG. One of them steps through Death's Door and lights up Janissa. Janissa advances and attempts to hit Kreoss, but is out of range.Madrak activates and advances into the Zone. In moments, he has battered the Objective into pieces, scoring a point and ensuring the domination for another two. Then he Feats. Whoops. The Runeshapers rally, and the active Runeshapers tremor and throw Rock Hammers. The tremor knocks down the out of formation TFG and the Rock Hammer fails to damage anything (It missed Aiyanna).

Feat triggers and the Fenblades murder another Venger. My opponent could probably have had a second one, but activated his Fenblades in the wrong order to manage it. Horgol and the Warders mop up more TFG … leaving my leader alive and well … well away from his friends. The Guardian also takes a significant hit. At this point the Guardian has some boxes in column 1, several in 2, all of 6, and two precious Cortex boxes in 5. Any significant hit is going to cripple it. The Arc Node has been out for a turn.

In a strong scenario position, with a very hard to kill caster, my opponent passes turn.

SCORE: TROLLBLOOD 3, MENOTH 0


TURN 4 (MENOTH)

I do not have the pieces necessary to hold scenario and deal with my side of the board. I have to move immediately to assassinating Madrak, the World Ender. This is the troll that other trolls die to save. He has three models within 1". The only point in my favor is that his only Warbeast is outside of his control range, so I only have to break armor on him three times before I can do any damage to him. I would like the Admonisher shot to clear out some of those helpers, but I am doing the math and I don't think I can save it. I really need to apply two Jacks to his face. Unfortunately, my Guardian is stuck in front of two Warders. I need the TFG to get out of the way so I can Assault with the Reckoner. I need to clear one Warder in front of the Guardian. 

Kreoss upkeeps Warpath and Ignite and gives two Focus to the Reckoner and three to the Guardian. If if if the Assault kills the last free troll, the Charge attack and the Buy might do the deed. If that fails, the Guardian is going to have to do something … somehow. But it all starts with a Kiss.

Aiyana and Holt advance. Aiyana kisses Madrak and Holt shoots. One of his shots breaks armor and a Fenblade dies. The Choir activate, advance, and Battle both Jacks. The TFG slide the rest of the way clear for the Reckoner. I look at the board and the math and decide to commit the Vessel to clearing the Guardian's problem and triggering Warpath for the Reckoner. The Vessel shoots and kills a Krielstone Bearer. Admonisher rolls 1 and the boosted POW 10 fails to break armor on the Kissed Madrak. However the Warpath trigger moves the Reckoner.

Reckoner Assaults Madrak! The Assault shot misses! The remaining attacks clear out the last Krielstone bearer and the last Fenblade in bodyguard range.

Now I have a real problem. The Reckoner isn't in the zone, so the premise of the turn is still on in full. I have very very few activations remaining. Kreoss, the Guardian, and the Vassal. Ok … Vassal Ancillary Attacks on the Guardian. Guardian swings at the Warder. And misses. Ohhhh nooooo. Maybe Kreoss can kill him! There is a Choir member in the way … there is always a Choir member in the way. Wait!!! Rhupert. Do what must be done! Rhupert advances and shivs the Choir leader in the back, clearing the path for Intercessor Kreoss to triumphantly advance through the thinning ranks of his force in order to come up a half inch short on his intended target. Ugh.

Well. I did everything I could think of to not have to make the game come down to a coin flip (after putting myself in a position where this was my only road to victory). Guardian! Activate, walk four tight inches around those Warders and dirt that Warlock! You are going to have to take two free strikes to do it. Against Weapon Masters at dice off 7 because of course they have been injured.

First free strike. Hits. Dice off 7. Four dice. 1 … 3 … 1 … 2 ??!!! No damage!
Second free strike. Hits. Dice off 7. Four dice. 1 … 1 … 5  (ugh) … 2 !  Two damage … ok .. If he rolls a 3, 4, or 5, I lose my Cortex, all three Focus, and it is game over man. Six! What the what?? The Guardian makes distance and with Battle and Ignite, manages to put Madrak on Tough Checks at the second hit and closes it out on the third. Whoa.

SCORE: TROLLBLOOD 4, MENOTH 0


VICTORY FOR MENOTH!!

Thoughts on the Match

This game was a blast to play. I love playing against Trolls because I love looking at them on the table. I am sorely tempted to pick some up. Kreoss3 is just so much fun to play, however I am definitely feeling the lack of focus support. I need to put three points into the list somewhere and I am afraid it is going to be Aiyana & Holt swapped out for a Hierophant, Wrack, and consolation Mechanik. My fear is that Kiss had delivered Behemoth, Mulg, and Madrak in my two games this week. Losing that damage helper / fixer might diminish the entire list's ability to function.

My opponent had a brilliant Turn 2. Effectively redeploying the Fenblades to counter the danger of my flanking Vengers while still applying pressure up the center was a fantastic move. I made a huge error in losing track of scenario and my opponent capitalized on it. In terms of handling threats and preparing for the arrival of Mulg, I felt like I made good choices. Holy Warded, Dirge of Misted, Shield Walled, Iron Zealed Temple Flameguard are a thing … a thing I am growing to love.

So, scenario awareness, speed of play, and positioning are all things I need to work on. I wasn't convinced that the arc node was very necessary, but I am curious what a Templar would do in there instead. I am still enjoying the Vessel and I did not miss the Mechanic at all this game.

Thanks for reading!

Thursday, January 8, 2015

Warmachine Battle Report: Kommander Sorscha vs. Intercessor Kreoss

Kommander Sorscha vs. Intercessor Kreoss in … Zepply and Zemand

CommanderTso and I met up for a friendly game at his kitchen table. The scenario for the evening was going to be Incursion, but given the width of the table and the fact that in incursion, the outer flags are only 9" from the battlefield edge … we switched to Supply and Demand. He wanted to play his Ocean's 18 list and I wanted to kick off my 2015 Warcaster plunge with Intercessor Kreoss. Khador won initiative and elected to go first. Protectorate took the side of the table with the forest because the Battle Engine has Pathfinder and Kell has prowl (plus I didn't want any of his army lurking in the woods).

The Lists:

Khador
Kommander Sorscha
 - Sylys Wyshnalyrr
 - Behemoth
Fenris
Eiryss, Mage Hunter of Ios
Widowmaker Marksman
Orin Midwinter, Rogue Inquisitor
Master Gunner Dougal MacNaile
Kell Bailoch
Harlan Versh, Illuminated One
Gorman di Wulfe, Rogue Alchemist
Reinholdt, Gobber Speculator
Widowmakers
Lady Aiyana & Master Holt
Great Bears of Gallowswood
Greylord Outriders (3)

Protectorate of Menoth
Intercessor Kreoss
- Reckoner
- Redeemer
Vessel of Judgement
Vassal of Menoth
Vassal Mechanik
Alten Ashley
Kell Bailoch
Lady Aiyana & Master Holt
Choir of Menoth (4)
Temple Flameguard (10)
- Temple Flameguard Officer & Standard
Exemplar Vengers (5)






DEPLOYMENT

The Vessel was pre-deployed right of center towards the forest. Khador piled up on his deployment line with the Behemoth in the middle and the Cav on his right flank. The Widowmakers lined up to reach the linear obstacle on turn 1. All the rest of the mercs peppered around in the backfield. On the Protectorate side of things, I knew if I put Holy Ward on my Vengers they might last a bit longer (so long as Harlan didn't cross the field to get to them), so the heavy Cav lined up opposite the light cav. The TFG took center stage and the merc guns hid in the forest.

KHADOR TURN 1

The Outriders made for the hill and the Marksmen set up behind their linear obstacle. Everything else ran. We forgot about Abomination on Fenris for most of the game. Sorscha advanced, cast Wind Rush and Fog of War.



MENOTH TURN 1

I am concerned about not having brought the Book to a Sorscha fight. I know my opponent will take the first opportunity to feat and clear out as many of my models as possible. I decide Holy Ward is going to go on my Vengers, I am not going to move Kreoss at all (knowing next turn I will have to be zippy to avoid Kill Box). To that end, I mini-feat and run the TFG. That should keep the feat off the table for one turn and I can use that time to make the Vengers an issue. The Redeemer takes a few shots, all of which go astray. Everything else positions carefully to avoid advancing into his gun range. The Vengers crash up the flank. I do not want his Outriders getting past my Vengers and into my support and if he ignores them, I am going to run down his guns with lances.


KHADOR TURN 2

Sniper does good work and the TFG pay the lead price. Between the Widowmakers, the Behemoth, and the rest of the Ocean, the Flameguard are reduced to four … one of which is the Flag Bearer. Gorman tosses an acid bomb and Sorscha advances, kills a TFG, then Wind Rushes back to safety. Greylords kill a TFG and attempt to spray through themselves into the Vengers. It triggers Battle Driven but fails to kill, leaving the leader on one box. The engaged Greylord casts Winter's Wind on himself presenting me with a small puzzle box to solve on my turn. Harlan and Fenris steer hard to the Venger flank.


MENOTH TURN 2

I consider for several minutes the range of my Battle Driven Vengers. I need to eliminate the Outriders before I move on anything. Fenris is probably about 13.5" away and Sorscha is nigh-unhittable. Eventually I decide to keep on clearing models as best I can. The Choir hands out Battle again and the Reckoner Assaults the ensorcelled Outrider. Boost to hit, boost to damage (the charge was free because of the scenario) and the Horselord drops. The Redeemer advances and takes some downtown shots at Sorscha. The first scatters onto Sylys but only hits him for four. The second kills Reinholdt and a Widowmaker and deals 4 points to Sorscha. The Vassal gives the Redeemer one more with feeling and this time it scatters onto two more Widowmakers, taking them off the table. The remaining Widowmaker fails her command check.

I have a problem shaping up. I can feel the cold approach of a freezing winter wind … Sorscha is itching to feat and because I had to run Kreoss into the Kill Box, he is very very visible. The TFG decide to leave the remaining Outriders for the Vengers and instead charge Gorman (who they miss with a CMA) and Holt (who they also miss). The Vessel activates, advances, and hammers the enemy objective for a pile of damage. Admonisher kicks in and with three boosts, Orin, Aiyana, and Holt are removed from consideration. Alten and Kell attempt to take down the rest of the Objective and I have no idea why I did not use Sniper with Kell. I fail to destroy it and leave it one three boxes. Through a miracle of Menoth, the Mechanik passes his repair check and heals the Vessel.

Now the Vengers need to save my bacon. They declare a charge/run. Three of them motor to the center of the board to block LOS to Kreoss and the Redeemer. The remaining two smash into the last Outriders and lance them off the table. I pass turn expecting to lose everything but my caster and Vessel on the next turn.


KHADOR TURN 3

Feat turn. Sorscha advances and feats. She catches the Vengers, the remaining TFG, and the Reckoner. She pots a TFG, casts Wind Rush, and returns to safety. Dougal mini feats and shoots a TFG. Harlan Versh steps up and between himself, Kell, and the Marksman one Vengers drops and the rest are cut up. The Behemoth moves up and kills a Venger. Gorman blinds the Vessel with a scatter. The Great Bears advance into the zone and the Widowmaker fails command again. When the guns stop shooting the TFG unit leader remains the sole survivor. Fenris gains the hill and surveys the battlefield. Eiryss disruptor bolts the stationary Reckoner. The Widowmaker fails her command check again. The only reason Khador doesn't score a point here is because the Vessel and the Redeemer are not stationary.

MENOTH TURN 3

Feat turn.  Gorman is a problem and my front ranks are not going to get to do anything. I feel like if I can take away Gorman and manage the Behemoth a bit, I can recover enough from the feat to swing attrition back to my side of the table. I would have loved to clear the zone, but the appearance of the Great Bears made that a non-starter. If I can free up an attack or two I can finish off the Objective. However, I will have to do it withouth the Vessel this turn. First priority, though, is Gorman. I cannot take another turn of blind and expect to win.

Kell attempts to kill Gorman but only deals 3 points of damage. Alten misses. Aiyana kisses the Great Bears while Holt shoots Gorman (and misses … TWICE). Le Sigh. The Redeemer advances and shoots Gorman, dealing 1 point of damage. It buys a second attack and kills Gorman. $%!@ you, Gorman. Capping the Objective is now off the table for another turn.

Kreoss declares a ride-by attack, advances and feats. He puts Holy Ward on himself, Ignite on the Vengers (whyyyyyy? Versh is riiiight there), and Death Sentence on the Behemoth. Then he casts Force Hammer on the Behemoth. The spell knocks the jack back into a Great Bear, but the Great Bear toughs. Then Kreoss backs up. The Vassal advances and puts Enliven on the Redeemer. Choir used Passage this turn.


KHADOR TURN 4 (missing picture)

Dougal shoots the last TFG and Doors of Judgement triggers. The TFG advances and kills the Great Bear Volkov. Behemoth tramples forward and buys some shots on the mercs, but only manages to kill Alten. Fenris charges the Reckoner and smashes it for a ton of damage but doesn't take out any systems. Harlan kills an Ignited Venger. The other Great Bears charge, one kills a Venger, one takes out the Reckoner's movement. Kell pops the Reckoner's cortex with his magical gun. The Widowmaker rallies while Eiryss attempts to get a line on Kreoss. However, she ends her movement within five inches of Behemoth and her activation ends immediately. The Marksman shoots at Aiyana and misses.

MENOTH TURN 4

I see an opportunity to get rid of the Behemoth. The Reckoner is mostly a lost cause at this point, however, if it can soak a few activations to be properly removed, I will have enough time to prepare for the arrival of Fenris. I give the board a look for a few minutes and then make a decision. At this point there are three models contesting the zone, the Behemoth, a Great Bear, and Eiryss. Killing Eiryss is going to take the Venger, but I need the Venger to hammer on the Behemoth. At this point it is my biggest hammer. That means clearing the zone is not going to happen. I choose to focus on the jack.

The Redeemer gets 1 focus, I upkeep Holy Ward on Kreoss and Ignite on the Venger and camp 4. The Choir battle my jacks (they were ok with Fenris being an abomination). The Reckoner smashes Fenris for 9, leaving him mounted. That is a complication. I was hoping for a dismount and then using the Vassal to hammer the Great Bear. Instead, the Ancillary Attack goes into Fenris, the dismount fails to tough and Fenris lines up to cleave himself a Reckoner next turn.

Next up, there is a Great Bear in the zone with a clear line straight to my caster. Kell aims and puts two shots into the Great Bear. He fails his tough and another deadly problem leaves play. Now it is time for the show. Aiyana & Holt advance. Aiyana kisses the Behemoth. Holt shoots the Marksman and gets to put his second shot into Behemoth, scratching off some paint. Kreoss activates, declares a ride-by-attack, advances, Force Hammer's the Behemoth about two inches, and then retreats. The Behemoth fails to smash into the Objective (I was hoping it might make distance), however I crank the unboosted damage roll on the spell and actually darken some boxes. I have one more ranged attack before I charge in. The Vessel aims, boosts (needing three 1's to miss), and hammers the Behemoth at dice off 4 with a boosted shot. I forget the Admonisher and the Objective and Dougal live! Then the Redeemer charges in and takes a swing for about nine more boxes. And finally the Ignited, Battle Driven, Divinely Inspired Venger charges in and delivers the coup-de-grace. Mission accomplished. Behemoth wrecked. High-fives all around. Time to pack up and head home… what? oh right … the rest of the match.


KHADOR TURN 5

With the loss of Behemoth and the hour drawing late, Khador attempts to force the issue. Sorscha tries to make distance on Kreoss, but falls short. Eiryss takes a shot at him but the dice go cold. Fenris trashes the Reckoner and a Choir. The Great Bear runs to engage Kreoss. Dougal steps up and kills Holt (Aiyana is ok with this). Sylys runs into the zone. Harlan Versh fails to make distance on his shot against Kreoss (that would have been bad news because of Holy Ward). My opponent is dejected that Sorscha has been presented. However, she is Defense 18 and I still have to hit her to knock her down.


MENOTH TURN 5

Nothing is a given and I consider for a minute casting Warpath, having the Venger kill Sylyss, Warpath triggering the Redeemer, advancing the Redeemer to power attack head-butt Sorscha. Then I come to my senses. My opponent has given me a Great Bear to pinball into Sorscha (and even if he had not, I had two Choir there ready to die for the same cause).

Kreoss declares a ride-by-attack. He advances and Force Hammers the Great Bear into Sorscha. Then he proceeds to kills Sorscha with melee attacks. The only thing we forgot (upon writing this report) is Witch Hunter from Versh. Although at that point Kreoss had no upkeeps on him, so at most it could have done three points of damage.


VICTORY FOR MENOTH!

Thoughts on the Match

I should have scored a few points and completely overlooked my chance to do so. Some rolls went my way and some did not, but that is how the game goes. Overall, I felt like I recognized the threats I had to deal with and although I did not have the Book to rely upon for protection, made the right choices in where to put my spells and which targets to prioritize. I don't think my opponent accounted for the nastiness of Admonisher on the Vessel of Judgement. Taking Aiyana & Holt out of the equation helped my Vengers survive as long as they did. I put twelve points of activations into taking out Gorman, not because I planned it that way, but because no one was getting the job done. On one hand that inhibited my ability to attrition that turn, but on the other hand, Gorman had to go. Blind Vessels of Judgement are the saddest Vessels of Judgement.

This was my first time out with Kreoss3 in many many months. He is going to be my primary warcaster for 2015 and I am excited to unlock all his mysteries. This is also one of the few times I have put Vengers on the table, and they were very pleasing. I know that isn't always the case, but I am excited to use them more.

From my opponent's side of the table, he asked me what he could have done differently in the match. I felt like he could have been more aggressive with his models. He has so many dangerous guns in the list that there is no reason not to shove a few down my throat. He couldn't get to the Vessel, although he did Blind it for one turn. Once the Behemoth went down, I felt like he pushed for assassination one turn too early. Although there is merit to his belief that at that point he had nothing which could crack the Vessel, I think he could have mitigated the Battle Engine effectiveness by staying spread out. His remaining models could have done one more round of shooting and I would have been left with very few activations. In his defense, it was very late by that point in the night and we were both dreading work in the morning. While we did use a clock, we both decided at the beginning of the match that we were going to continue playing after time expired because list practice was more important than time pressure that night.

All in all, it was a good clean game and we both had a ton of fun. Thank you, CommanderTso. And thanks for reading.

About Me

My photo
Geek - Gamer - Librarian - Writer. Only awesome at one of those things at a time, unfortunately.

About Fading Interest

After writing op-eds and travelogues for several years, after finishing a few books, and after failing to get the ball rolling with project after project I stumbled into an idea that might just hold my interest long enough to enjoy some level of satisfaction with my writing.